kwin/effects/test_fbo.cpp
Rivo Laks a94aa904b0 Well, actually GLRenderTarget doesn't require NPOT textures (it works with rectangle textures as well).
That also means that those effects which do require NPOT have to check for it themselves.

svn path=/branches/work/kwin_composite/; revision=659155
2007-04-29 15:39:33 +00:00

113 lines
3 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "test_fbo.h"
#include <kwinglutils.h>
#include <assert.h>
namespace KWin
{
KWIN_EFFECT( Test_FBO, TestFBOEffect );
KWIN_EFFECT_SUPPORTED( Test_FBO, TestFBOEffect::supported() );
TestFBOEffect::TestFBOEffect() : Effect()
{
mRot = 0.0f;
// Create texture and render target
mTexture = new GLTexture(displayWidth(), displayHeight());
mTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
mRenderTarget = new GLRenderTarget(mTexture);
mValid = mRenderTarget->valid();
}
TestFBOEffect::~TestFBOEffect()
{
delete mTexture;
delete mRenderTarget;
}
bool TestFBOEffect::supported()
{
return GLRenderTarget::supported() && GLTexture::NPOTTextureSupported() &&
(effects->compositingType() == OpenGLCompositing);
}
void TestFBOEffect::prePaintScreen( int* mask, QRegion* region, int time )
{
if(mValid)
{
*mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
// Start rendering to texture
effects->pushRenderTarget(mRenderTarget);
}
effects->prePaintScreen(mask, region, time);
}
void TestFBOEffect::postPaintScreen()
{
// Call the next effect.
effects->postPaintScreen();
if(mValid)
{
// Disable render texture
assert( effects->popRenderTarget() == mRenderTarget );
mTexture->bind();
// Render fullscreen quad with screen contents
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex2f(0.0, displayHeight());
glTexCoord2f(1.0, 0.0); glVertex2f(displayWidth(), displayHeight());
glTexCoord2f(1.0, 1.0); glVertex2f(displayWidth(), 0.0);
glTexCoord2f(0.0, 1.0); glVertex2f(0.0, 0.0);
glEnd();
// Render rotated screen thumbnail
mRot += 0.5f;
glTranslatef(displayWidth()/2.0f, displayHeight()/2.0f, 0.0f);
glRotatef(mRot, 0.0, 0.0, 1.0);
glScalef(0.2, 0.2, 0.2);
glTranslatef(-displayWidth()/2.0f, -displayHeight()/2.0f, 0.0f);
glEnable(GL_BLEND);
glColor4f(1.0, 1.0, 1.0, 0.8);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex2f(0.0, displayHeight());
glTexCoord2f(1.0, 0.0); glVertex2f(displayWidth(), displayHeight());
glTexCoord2f(1.0, 1.0); glVertex2f(displayWidth(), 0.0);
glTexCoord2f(0.0, 1.0); glVertex2f(0.0, 0.0);
glEnd();
glColor4f(1.0, 1.0, 1.0, 1.0);
glDisable(GL_BLEND);
// Reset matrix and unbind texture
glLoadIdentity();
mTexture->unbind();
// Make sure the animation continues
effects->addRepaintFull();
}
}
} // namespace